Miguel González-Duque

AI
h-index5
7papers
192citations
Novelty46%
AI Score31

7 Papers

28.8AIFeb 12, 2023Code
MarioGPT: Open-Ended Text2Level Generation through Large Language Models

Shyam Sudhakaran, Miguel González-Duque, Claire Glanois et al.

Procedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects specific intentions and constraints remains challenging. Furthermore, many PCG algorithms lack the ability to generate content in an open-ended manner. Recently, Large Language Models (LLMs) have shown to be incredibly effective in many diverse domains. These trained LLMs can be fine-tuned, re-using information and accelerating training for new tasks. Here, we introduce MarioGPT, a fine-tuned GPT2 model trained to generate tile-based game levels, in our case Super Mario Bros levels. MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques. As far as we know, MarioGPT is the first text-to-level model and combined with novelty search it enables the generation of diverse levels with varying play-style dynamics (i.e. player paths) and the open-ended discovery of an increasingly diverse range of content. Code available at https://github.com/shyamsn97/mario-gpt.

12.8ROOct 4, 2022
Bringing motion taxonomies to continuous domains via GPLVM on hyperbolic manifolds

Noémie Jaquier, Leonel Rozo, Miguel González-Duque et al.

Human motion taxonomies serve as high-level hierarchical abstractions that classify how humans move and interact with their environment. They have proven useful to analyse grasps, manipulation skills, and whole-body support poses. Despite substantial efforts devoted to design their hierarchy and underlying categories, their use remains limited. This may be attributed to the lack of computational models that fill the gap between the discrete hierarchical structure of the taxonomy and the high-dimensional heterogeneous data associated to its categories. To overcome this problem, we propose to model taxonomy data via hyperbolic embeddings that capture the associated hierarchical structure. We achieve this by formulating a novel Gaussian process hyperbolic latent variable model that incorporates the taxonomy structure through graph-based priors on the latent space and distance-preserving back constraints. We validate our model on three different human motion taxonomies to learn hyperbolic embeddings that faithfully preserve the original graph structure. We show that our model properly encodes unseen data from existing or new taxonomy categories, and outperforms its Euclidean and VAE-based counterparts. Finally, through proof-of-concept experiments, we show that our model may be used to generate realistic trajectories between the learned embeddings.

7.8LGMay 31, 2022
Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential Geometry

Miguel González-Duque, Rasmus Berg Palm, Søren Hauberg et al.

Deep generative models can automatically create content of diverse types. However, there are no guarantees that such content will satisfy the criteria necessary to present it to end-users and be functional, e.g. the generated levels could be unsolvable or incoherent. In this paper we study this problem from a geometric perspective, and provide a method for reliable interpolation and random walks in the latent spaces of Categorical VAEs based on Riemannian geometry. We test our method with "Super Mario Bros" and "The Legend of Zelda" levels, and against simpler baselines inspired by current practice. Results show that the geometry we propose is better able to interpolate and sample, reliably staying closer to parts of the latent space that decode to playable content.

10.4LGApr 26, 2024Code
A Continuous Relaxation for Discrete Bayesian Optimization

Richard Michael, Simon Bartels, Miguel González-Duque et al.

To optimize efficiently over discrete data and with only few available target observations is a challenge in Bayesian optimization. We propose a continuous relaxation of the objective function and show that inference and optimization can be computationally tractable. We consider in particular the optimization domain where very few observations and strict budgets exist; motivated by optimizing protein sequences for expensive to evaluate bio-chemical properties. The advantages of our approach are two-fold: the problem is treated in the continuous setting, and available prior knowledge over sequences can be incorporated directly. More specifically, we utilize available and learned distributions over the problem domain for a weighting of the Hellinger distance which yields a covariance function. We show that the resulting acquisition function can be optimized with both continuous or discrete optimization algorithms and empirically assess our method on two bio-chemical sequence optimization tasks.

19.8LGJun 7, 2024Code
A survey and benchmark of high-dimensional Bayesian optimization of discrete sequences

Miguel González-Duque, Richard Michael, Simon Bartels et al.

Optimizing discrete black-box functions is key in several domains, e.g. protein engineering and drug design. Due to the lack of gradient information and the need for sample efficiency, Bayesian optimization is an ideal candidate for these tasks. Several methods for high-dimensional continuous and categorical Bayesian optimization have been proposed recently. However, our survey of the field reveals highly heterogeneous experimental set-ups across methods and technical barriers for the replicability and application of published algorithms to real-world tasks. To address these issues, we develop a unified framework to test a vast array of high-dimensional Bayesian optimization methods and a collection of standardized black-box functions representing real-world application domains in chemistry and biology. These two components of the benchmark are each supported by flexible, scalable, and easily extendable software libraries (poli and poli-baselines), allowing practitioners to readily incorporate new optimization objectives or discrete optimizers. Project website: https://machinelearninglifescience.github.io/hdbo_benchmark

11.1AIMay 18, 2021
Fast Game Content Adaptation Through Bayesian-based Player Modelling

Miguel González-Duque, Rasmus Berg Palm, Sebastian Risi

In games, as well as many user-facing systems, adapting content to users' preferences and experience is an important challenge. This paper explores a novel method to realize this goal in the context of dynamic difficulty adjustment (DDA). Here the aim is to constantly adapt the content of a game to the skill level of the player, keeping them engaged by avoiding states that are either too difficult or too easy. Current systems for DDA rely on expensive data mining, or on hand-crafted rules designed for particular domains, and usually adapts to keep players in the flow, leaving no room for the designer to present content that is purposefully easy or difficult. This paper presents Fast Bayesian Content Adaption (FBCA), a system for DDA that is agnostic to the domain and that can target particular difficulties. We deploy this framework in two different domains: the puzzle game Sudoku, and a simple Roguelike game. By modifying the acquisition function's optimization, we are reliably able to present a content with a bespoke difficulty for players with different skill levels in less than five iterations for Sudoku and fifteen iterations for the simple Roguelike. Our method significantly outperforms simpler DDA heuristics with the added benefit of maintaining a model of the user. These results point towards a promising alternative for content adaption in a variety of different domains.

17.5AIMay 15, 2020
Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-Error

Miguel González-Duque, Rasmus Berg Palm, David Ha et al.

Methods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or the availability of resources. Other approaches, such as experience-driven Procedural Content Generation (PCG), can generate complete levels with desired properties such as levels that are neither too hard nor too easy, but require many iterations. This paper presents a method that can generate and search for complete levels with a specific target difficulty in only a few trials. This advance is enabled by through an Intelligent Trial-and-Error algorithm, originally developed to allow robots to adapt quickly. Our algorithm first creates a large variety of different levels that vary across predefined dimensions such as leniency or map coverage. The performance of an AI playing agent on these maps gives a proxy for how difficult the level would be for another AI agent (e.g. one that employs Monte Carlo Tree Search instead of Greedy Tree Search); using this information, a Bayesian Optimization procedure is deployed, updating the difficulty of the prior map to reflect the ability of the agent. The approach can reliably find levels with a specific target difficulty for a variety of planning agents in only a few trials, while maintaining an understanding of their skill landscape.